pile_limit option - movement feedback "there are objects here" (trunk only)
Something that pops up in the newsgroup periodically, with <Someone> inevitably pointing out the bit of code that the user needs to tweak, about control of feedback when hero is walking across floor objects. Implement new option ``pile_limit'' which allows user to set the point at which the game switches from listing the objects to giving "there are several/many objects here". Default is 5, same as previous hard-coded value (1 object gets listed via pline, 2..4 are listed in a corner popup, 5 or more objects yields a pline message instead). Setting pile_limit to 0 means no limit, so objects will always be listed regardless of pile size. Setting it to 1 effectively forces no listing since any non-empty pile size is always at least that big, so can produce "there is an object here" even though that's no briefer than a pline() to show one object.
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)flag.h 3.5 2007/02/16 */
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/* SCCS Id: @(#)flag.h 3.5 2007/04/26 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -59,6 +59,7 @@ struct flag {
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#define NEW_MOON 0
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#define FULL_MOON 4
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int pickup_burden; /* maximum burden before prompt */
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int pile_limit; /* controls feedback when walking over objects */
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char inv_order[MAXOCLASSES];
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char pickup_types[MAXOCLASSES];
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#define NUM_DISCLOSURE_OPTIONS 5
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@@ -13,7 +13,7 @@
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* and save files.
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*/
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#define EDITLEVEL 38
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#define EDITLEVEL 39
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#define COPYRIGHT_BANNER_A \
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"NetHack, Copyright 1985-2007"
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